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Genesis of Descent

   (55 reviews)
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A large map for the original Doom that uses a huge amount of scripting and ZDoom features while attemptimg to retain classic and fast paced Doom action.


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Unknown date

  
Amazing in looks and mostly fun and kinda classic feeling still in gameplay, despite the scripted events.

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Unknown date

  
Epic.

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Unknown date

  
Well, if they added some more detail it would have been better :):):) 5 stars.

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Unknown date

  
Very, VERY impressive. I had trouble figuring out where I was going for a while, which was a slight turn-off, but for the majority of the map I was in good shape. Very impressive graphically. -Ultimate

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Unknown date

  
i got stuck in like 2 minutes. looks great, frustrating to play.

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Unknown date

  
OMFG! WOTW! Needs more like this! I LOVE that one. I love the fans, I love the architecture, the whole style, the gameplay - these sudden visits in hell or somewhere and esp. the comfortable starting. Means: No Cybies and shit in the first level just starting with a few Zombiemans. Yes, this is action in the best old style without need to resort to tons of superhard enemies. It just needs more from that kind of stuff. 5/5 - Cacodemon

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Unknown date

  
Definitely worth 5 stars. From gameplay and pacing of events to the detailed and non-linear map design, this is a superb doom wad. There was a small bug though, and I had to use idclip. Map01, the room which darkens the second time you visit it, the one with the baron, cacodemon and a few imps. The room didn't relight and open after I killed all the monsters in it. But overall, I had great time with this wad. Hoping to see more high quality maps in the future! :)

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Unknown date

  
I found this a bit dissapointing. The switch-hunting, especially at the start, is tedious, and there are points where I think the health/ammo placement needs some serious tweaking. The slow action picks up a bit towards the end though, and the hellish section is very well done. Could have done with something more than a cyberdemon at the end too. 3/5 FP

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Unknown date

  
Way too detailed; brings ZDoom to a screaming halt on older systems. Can't help but wonder how it would play on a newer system -- unfortunately I don't have one. shame, too; it looks like a great map

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Unknown date

  
"(...) fast paced Doom action." - Lie. The idea was great and levels really look awesome with all these huge and uber-detailed areas. But the gameplay was really illogical - I pushed a switch and then wandered through entire level to find another one and so forth. E1M2 pissed me off so I switched to E1M3 to see whether it sucks too. It did, although dumb monsters getting torn to pieces in fans made me laugh. 2/5 for effort, Zalewa WHY CAN'T YOU PEOPLE MAKE SIMPLE MAPS ANYMORE? Doom is not Tomb Raider!

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Unknown date

  
I have an old computer and it made my computer slow down really badly. It's a shame since it looked really interesting. I hope KZIZD isnt going to be this over-detailed.

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Unknown date

  
This was really good piece of work. You will find there 2 maps + intro with nice details with lot of slopes. There isnt lack of ammo and health. I could make easily 100% kills with it, so I say it is very well balanced. I only complain about some gameplay issues here and there and I have also found some HOMs. But overall really good work. 4/5 - Damned

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Unknown date

  
Awesome.

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Unknown date

  
Simply excelent! 5/5

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Unknown date

  
It's not "over detailed". It your computers which suck. I really liked it, the design isn't perfect. But I like the game play, and the size of the maps. 4/5 Kristus

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Unknown date

  
Wow this is pretty awesome-very atmospheric,well detailed and majestically executed. BTM there arent enough new enemies -a terrible shame as this would have been a perfect way for really bringing out the eerie climate. I would like to give special mention to the hellish themes as being the unqualified highlights of the map, both for their adrenaline charged game-play and artistic chemistry, and a special ignoble mention to the rotating fans, which killed me rather than tearing off a limb. Wcap suks

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Unknown date

  
Although away from any single-player DooM for quite a long time, I had been looking for a WAD with the qualities that made the original DooM great: Atmospherics, the sense of urgency due to the scarce ammo, and clever monster placement. Hobo does a great job of taking these elements into modern times to render Genesis of Descent--a gargantuan DooM map that marries detail and gameplay delightfully. An effort of this magnitude deserves nothing but 5/5. -Chaindude

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Unknown date

  
wow, very beatiful map - 4/5 daimon

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Unknown date

  
Absolutely amazing; huge maps, amazing detail, great layout and some of the fighters definitely weren't bad. The monster place was great in some spots. However, I did run into 2 glitchs 1. The first 2 elevetors after you enter the Phobos Base went down instead of up (but I just reloaded and it was fine) 2. The Blue Door in the first mission kept on dissapearing on me for some reason; weird. One more thing, if there are 3 missions, why did I only get to do two? o.O em1m1 and em1m2, Where's Em1m3?

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Unknown date

  
Two very well done maps. I found gameplay to be fine. Definitely one to try out.

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Unknown date

  
Some interesting moments, including a particularly jarring one in E1M3. It looks really damn good and has a great scale, too. I felt particularly attracted by the atmosphere. On the downside, the gameplay flows rather awfully. It had some interesting moments (specifically barrels) but in the end, just didn't feel all of that fun. E1M3 was a minor imporvement, though the cyberdemon battle was annoying as can be. That said, 3.5/5 -Snakes

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Unknown date

  
weird.... I like it!!! -z34chris

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Unknown date

  
The level looks really nice but it was kind of boring, especially in the beginning. I especially hated the switch-hunting. 4/5

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Unknown date

  
Very impressive with what I've seen thus far, and extra points for it being an Ultimate Doom wad. I haven't had too much of an issue with ammo so far, but I've only just cracked this one open. I've got the feeling this one will take me quite a while to conquer, but I've got a good feeling about this. 5 stars.

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Unknown date

  
A few great looking and challenging huge levels. With a generally slow and boring gameplay enhanced with some switchhunt. Certain fights could use quite a bit more ammo, unless it's intentional to make player cause infighting in between spectres, cacos and barons in 0 lightning rooms. A wad of 5/5 detail that gets just 3/5 for the poor gameplay.

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  • File Reviews

    • By NuMetalManiak · Posted
      so it seems I have not actually written a full review of Eternal Doom yet, Eternal Doom is often touted as the classic megawad of getting lost, with people crying "SWITCH HUNT!" and completely obtuse progression no casual player can think of. yet if I were to have a say, I'd say it's the best thing TeamTNT ever actually made. by comparison, Icarus is a standard megawad with some weird bits, and the same for Evilution. Daedalus is all sorts of fucked up, and the deathmatch sets aren't memorable to the singleplayer levels. this means that Eternal Doom forever stands the test of time despite its age.   you'll be happy for some of the shorter maps, which include MAP01, MAP06-08, MAP16-18, MAP21, and contrary to popular belief, MAP28. for the rest though, you'll get lost, that's the whole point. you'll likely cry foul at the obtuseness of several of the levels, in which knowing the author style really sort of helps. but when you're not hating it, you're liking it. some puzzles are actually fun, and combat remains serviceable in most locations. there's still loads of obscurity, so it helps to use that automap, especially for the memorable MAP12.   from the looks of it, it looks like Chris Couleur and Dia Westerteicher were the two who's maps will likely be felt the most. Couleur's style is making generally expansive locations in medieval fields, so there's a lot of room to run around in and quite a lot of meat in every nook and cranny imaginable. I can perhaps think it would get old after a while, but MAP11 is a nice treat and easily the best map he's done. Westerteicher seems to be responsible for most of the shorter outings, all of which have at least one bit of obtuse progression that casual players won't see. MAP03 is his best work if I'm being honest, and one of the best ways to utilize six keys in a non-Boom fashion. for the other authors, we have Adam Landefeld, with two large and two short maps, usually similar in style to Dia, Alex Mayberry, with two very linear levels, and Paul Schmitz, who may have made two short maps by ED standards, but actually somehow manages to make their progression memorable by being quite perplexing.   the showstealers are Sverre Kvernmo, Jim Flynn, and Bob Evans. it's likely these are the ones who's maps will be the ones you'll get lost in the most. Kvernmo went with MAP04, a large crate maze and sewer system, although progressing through it is generally just long, while MAP05 is actually quite short. MAP12 however is a certified magnum opus, a nicely done medieval castle with an interesting puzzle for the yellow key that still proves memorable to this day. the late Jim Flynn holds three rather notorious maps, the first being Monster Mansion (MAP31) a map that holds the most insane realism of a mansion with loads of crannies. the next is the appropriately named Beginner's End (MAP25) with numbers of confusing puzzles, and having to retrace your steps often, then right after that is the frantic MAP26, loads of ground to cover but hard to even go around. then there's Bob Evans; if MAP20 makes you squirm trying to figure out where and what is to be done, MAP30 will certainly be a true treasure hunt. these two maps are the ones where you'll need all the luck and patience to go through them.   I've played Eternal Doom all the way through many times, and my opinion of stuff tends to shift constantly on each and every map, but I tend to enjoy what I play through as I go along and memorize where anything and everything is. Eternal Doom surprisingly has linear key progression throughout the entire set, something that I'd love to see done in level progression diagrams some time soon. its maps are made out to be both long and memorable and perfectly deliver on those fronts, standing the test of time to this day. of course, there are much longer and larger maps than even Excalibur, which shows how inspirational the whole set ends up being to make much longer creative children. all this makes this the greatest accomplishment TeamTNT ever made.
    • By RonLivingston · Posted
      I have to say this, But this is the most scariest wad I've ever played, you know the yuri battle before all of those pictures came up, the super scream sound nearly made me have nightmares!
    • By TheBoltDoomer · Posted
      It has some good construction's for '98 but nowadays is not so good compare to other maps. One of his good aspects is that it has an RNG system for Teleporters making for each reset a new encounter variation but the areas are too dark forcing you to change the Gamma Correction.
    • By spd7693 · Posted
      I played the wad when Altima recommended it to me since I told him I love big complicated levels. I wasn't disappointed. Except... Map 26. Map 26! The reason I'll never play this pack again! So sad, because the first release has some great maps, especially map 12 Darkdome. It contains one of my favorite cyberdemon encounters. 19 sucks as a level as well and 20 is... weird. These three maps drop one star and the other drop is because of the lack of secret levels in the progressive run. The only secret map must be put as a map 1 replacement and I'm not a fan of that. Some encounters aren't fun, some required lots of infighting. Overall, the wad is tedious. Another reason for me to never play it again is that I no longer will have half a year free time. Yes, that's how long it took me to beat it. Anyways, a fun wad overall with great final map, some other strengths as well. Only if it had its secret levels the proper way and if it was vanilla compatible... 
    • By Juza · Posted
      Unquestionable classic, and one of my favorites.    The only wad I know that implements switch-hunting as the gameplay progression basic without ever making it confusing. Unique for its unorthodox design decisions, its work with the original base textures, and handing a feeling of obvious progression to the player, as the layouts and gameplay get more complex with each map, while still holding episodic themes and its distinctly identifiable design choices throughout the entire trip.   Gameplay can be a bit too easy, but it's not unenjoyable; it's certainly grand amounts of fun, for it's impressive how creative and consistent it is. Don't be afraid to try it on UV, the scaling of the wad's overall difficulty is very smooth, and the entire wad has a really good flow overall. Amazingly, makes good use of backtracking: It adds to the certainty of obvious progression. The switch-hunting will never leave you wondering where to go, for it'll be largely obvious where you must head to. That's honestly impressive.   Music is entirely original, and boy is it good -- and especially -- memorable. You'll be thinking about some of its tunes for weeks, while reminded of the map they're associated with.   Looks are the comfiest there could be. Modestly simple: limited to the base game textures but doing amazing work with them, and a lot of contrast with its use of lighting.   5/5. SOULFUL. The most fun I ever had in cooperative multiplayer, and highly satisfied while in single-player.
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